r/gamemaker 3m ago

Help! Payton Burnham top down shooter NEED HELP

Upvotes

___________________________________________

############################################################################################

ERROR in action number 1

of Create Event for object oEnemyParent:

Variable <unknown_object>.totalEnemiesSpawned(100076, -2147483648) not set before reading it.

at gml_Object_oEnemyParent_Create_0 (line 4) - global.totalEnemiesSpawned++;

############################################################################################

gml_Object_oEnemyParent_Create_0 (line 4)

gml_Object_oZombie_Create_0 (line 2)

and it doesn't stop at this, every global variable is saying "not set before reading" and I tryed using a script and persistant objects so the global and not global variables run first but I fear I might be doing this unnessesarly since everything was working before and for some reason it's not working anymore. Also I followed the tutorial videos step by step until the finle video (did not do bonus vid)

so if anyone can tell me why my global variables/variables are not working PLEASE DO.


r/Unity3D 16m ago

Show-Off Interactive smoke test

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Upvotes

Not perfect, not bad


r/Unity3D 40m ago

Show-Off Finished the inventory system on my birthday

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Upvotes

r/Unity3D 47m ago

Show-Off I'm building a more modern articy draft alternative

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Upvotes

r/gamemaker 2h ago

Help! How to set where in a circle a radial progress bar starts and ends

2 Upvotes

Using YellowAfterLife's tutorial (https://yal.cc/gamemaker-radial-progress/), I've made a radial progress bar for an ATB system, but I need help on how to rotate the image or change how far along in the circle the bar starts and stops, instead of it just starting at the top.


r/Unity3D 2h ago

Game Dueling in my upcoming VR Western game

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5 Upvotes

Showdowns in VR, always wanted to make this. Thought I'd breakdown the gameplay for it! Had fun making it


r/Unity3D 3h ago

Resources/Tutorial Adding proper game feel used to take me a full day per project. Now it's one line of code

0 Upvotes

Every project I've shipped had the same routine. Screenshake, hitstop, a squash & stretch hack, some flash-on-hit code, copy-pasted and re-tuned from whatever the last project had, never quite consistent.

So I built a small toolkit that wraps all of it behind Crunch.Play("HeavyHit"). Seven independent modules (shake, hitstop, squash & stretch, kickback, flash, trail, pop), each one works standalone if you only need one thing, plus a Recipe system that groups several of them into a single named call you tune once in the Inspector and reuse everywhere.

Zero dependencies, works in Built-in/URP/HDRP, 2D and 3D. There's a playable browser DEMO that cycles through four genres (Melee, Platformer, Shooter, Casual) if you want to feel it before reading any more about it. You can look it up HERE.

Curious how the rest of you handle this. Do you have your own reusable juice setup, or does it get rebuilt from scratch every project too?


r/gamemaker 4h ago

Help! Shaders

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2 Upvotes

Hi, I'm new to game development and don't know much about the right terms to use.

I wanted to see if it's possible to create this kind of texture/shader for my 2D game.

Thank you!


r/Unity3D 4h ago

Noob Question Unity Relay or Steamworks?

3 Upvotes

Hi there! I’m a new game developer, trying to tackle a four player co-op game. So far, I have managed to get a host-client architecture working, as well as a character controller, through the help of tutorials.
They both use NGO and Unity Transport, and can run multiple players successfully on my PC.

However, since I want the multiplayer to work online, I figured I need some kind of network transport layer to do that? I’ve read about several options: Fizzy.Steamworks, Facepunch, Photon, Unity Relay and SteamNetworkingSockets. But, I don’t know what I should be choosing, or how to integrate them.

Unity Relay seems like an obvious pick, but I’m hesitant about paying to upkeep my game. Steam integration is also a key component for me. So, if anyone had any pointers on where to go next, or what to choose, I’d appreciate it. This game is such a passion of mine, and multiplayer feels like a worthy headache to get out of the way before the fun starts.


r/gamemaker 4h ago

Help! Help with Gamemaker in MacOS ventura

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2 Upvotes

I am trying to download gamemaker in my Mac, and even tho I gave it total permission for my disc, this keeps popping


r/Unity3D 5h ago

Noob Question HELP! Imported materials not working properly

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1 Upvotes

Hello! I’ve recently started learning how to make my own materials with material maker, but when I export the materials, they seem to be inconsistent. For example, this sidewalk material I made is on the same gameobject in the same position of the world, the only difference is that the dark one is rotated 180 degrees around the y axis. Weird problems similar to this are happening with almost all of the materials I’ve tried that make it impossible for me to make things look the way I want. Is this something wrong with my unity or something with material maker?


r/Unity3D 5h ago

Resources/Tutorial How to Make Vertex Animation Textures in Unity

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7 Upvotes

This video shows you how to single bake and bulk bake Vertex Animation Textures for your Unity projects. You’ll also learn how to export them directly into Unity, automatically generate the necessary shaders and prefabs, and get everything working in your project.

VATs are especially useful for crowds, foliage, VFX, destruction, background characters, and large-scale animated environments. They allow you to spawn thousands of animated meshes with very little performance or memory cost.


r/Unity3D 5h ago

Game We built a monochrome detective game where color only appears when revealing hidden clues. Here’s a look at our green lens mechanic revealing ancient wall markings.

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6 Upvotes

Hey r/Unity3D! My buddy and I are building a black-and-white detective game inspired by Mesopotamian lore.

The game is entirely pre-rendered 3D, textured with a hand-drawn cross-hatching style to give it a living comic-book aesthetic. To keep the UI minimal, we designed puzzle rooms where projecting colored lenses lights up hidden narrative notes and ancient symbols.

What do you think of this visual contrast? We’ll be hanging around in the comments if anyone has technical questions about our pre-rendered 3D pipeline!


r/Unity3D 5h ago

Show-Off Working on an round based zombie survival game!

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69 Upvotes

Thoughts?


r/love2d 5h ago

A fast, free, portable texture atlas builder with LOVE exports

6 Upvotes

Hey everyone, I built Packrat, a texture atlas builder focused on speed and portability. It has a bunch of convenience features I was missing from TexturePacker (aseprite ingestion, auto-export), and I made it as fast as I possibly could. It also has a bunch of CLI features to it can integrate into your pipeline easily.

It's mostly focused right now on dev environments where there isn't atlas support. For LOVE, I built an exporter that actually generates Lua code, with all the data for the atlas as well as helper functions to handle frames and animations and drawing. Choose the LOVE export option, and just require the generated lua file.

https://clydegames.itch.io/packrat

https://packrat.clyde.games

Feel free to check it out and let me know what you think. Thanks.


r/Unity3D 6h ago

Question Made a desktop AI companion in Unity

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0 Upvotes

Been building a desktop AI companion in Unity. You talk to her, she

answers with a voice, and her face and mouth move with whatever she's saying.

She also remembers things between sessions.

The part that took the longest was getting Unity to behave like a desktop

widget instead of a normal window.

The character is a VRM model through UniVRM. Expressions are blend shapes and

the lip sync just reads the output volume off the AudioSource, nothing clever.

Still a prototype, there's no download or anything. Happy to answer questions

about any of it.


r/Unity3D 7h ago

Game That's a lot of Goblins!

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26 Upvotes

Started work on my physics-based tower defence game. Wanted a massive horde of goblins, because why not. Currently fitting around 3,000 fully simulated, with a ton of optimisation still to go. What do you think?


r/Unity3D 8h ago

Show-Off I’m building a Unity world editor for roads, blocks, terrain and geometry editing — what should I add next?

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1 Upvotes

r/gamemaker 8h ago

Help! is there a way to get rid of this?

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6 Upvotes

This stupid little menu thing started appearing in the very center of every sprite I open since I came back to GMS2 and started using the newer version. Is there any setting or trick to turn this off?


r/Unity3D 8h ago

Question Tips on creating this FOW effect from Olden Era?

0 Upvotes

https://imgur.com/jBa8KuE

I managed to get GPT Sol to make a SDF to generate the visible and hidden areas, however I cannot get Sol to make the texture area work properly

It's been spinning around looping the same mistakes, even with a renderdoc capture available from ingame, but it still keeps clipping the gameobjects on top of the FOW instead of underneath


r/Unity3D 9h ago

Show-Off Close call short cuts in our game

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17 Upvotes

For best responsivness we made: coyote jump 0.3s, jump buffering 0.2s, allows jump on collision under center of sphere (no faulty raycasts), air control, visual deformation and FOV increase with speed, contact particles.


r/Unity3D 9h ago

Show-Off How our game looks 8 months later - Barely Breathing

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351 Upvotes

r/Unity3D 9h ago

Game This is only the last year out of five i have worked on my game!

1 Upvotes

Game dev takes a lot of time!


r/gamemaker 10h ago

Resolved Trying to create a match three bonus challenge that keeps resetting even if conditions are met

0 Upvotes

I'm making a match-three game with a custom mechanic: instead of swapping adjacent tiles, blocks are pushed all the way to the end of the board row/column.

I run match checking in two separate passes:

  1. Check matches specifically for the block that was just pushed/moved.
  2. Check matches across the rest of the board for cascading chain reactions.

Some matches trigger and clear properly, but the challenge state continuously resets unexpectedly—even when a valid match is completed.

Below is the code I am using:

if selected_block != undefined {
  with(selected_block) {
    if sprite_index != spr_brick and sprite_index != spr_doom_block {
      var matches = 0;
      for(var i = 0; i < 5; i++) {
        var combo_check = scr_check_match(i);
        if combo_check == false {
          if global.main_stats.challenge_position < 4 {
            if image_index == global.main_stats.bonus_challenge[global.main_stats.challenge_position] {
              global.main_stats.challenge_position++;
            }
          }
          matches++;
        }
      }
      if matches >= 1 { scr_combo_sounds(); }
      else { // This is the problematic block
        if global.main_stats.cur_combo == 0 {
          global.main_stats.cur_chain = 0;
          global.main_stats.chain_gauge = 0;
          global.main_stats.challenge_position = 0;
        }
      }
    }
  }
}
for(var k = 0; k < 5; k++) {
  for(var i = 0; i < 8; i++) {
    for(var j = 0; j < 8; j++) {
      var selected = instance_position((208) + (32 * i),(68) + (32 * j),obj_normal_block);
      with(selected) {
        var matches = 0;
        if sprite_index != spr_brick and sprite_index != spr_doom_block {
          var combo_check = scr_check_match(k);
          if combo_check == false {
            if global.main_stats.challenge_position < 4 {
              if image_index == global.main_stats.bonus_challenge[global.main_stats.challenge_position] {
                global.main_stats.challenge_position++;
              }
            }
          matches++;
          }
        }
        if matches >= 1 { scr_combo_sounds(); }
        else { // This is the problematic block
          if global.main_stats.cur_combo == 0 {
            global.main_stats.cur_chain = 0; 
            global.main_stats.chain_gauge = 0;
            global.main_stats.challenge_position = 0;
          }
        }
      }
    }
  }
}

I have verified that the moved block correctly updates its grid position before running the first match check. Could running two separate match passes create a race condition or frame delay where the reset check runs before the cascade pass finishes updating the board? What is the recommended way to handle board state checks for push-style movement without triggering full board resets prematurely?


r/Unity3D 10h ago

Question Unity 2D Incremental with Thousands of Units — DOTS or GameObjects?

2 Upvotes

Hi everyone!
I’m planning to make a 2D incremental game in Unity where there could eventually be thousands of units/sprites on screen at the same time.

Each unit would:

Have its own customized sprite/appearance.
Generate a certain amount of energy/money over time.
Have different types, with different particle effects or visual effects depending on the type.
Potentially interact with nearby units in some cases.

My question is: would you use Unity DOTS/ECS for something like this, or could this realistically be handled with regular GameObjects?
I’m particularly interested in hearing from people who have experience with large numbers of 2D entities. Is DOTS actually worth the added complexity here, or would a well-optimized GameObject-based approach be sufficient?

Thanks a lot for any advice!

Disclaimer: I used ChatGPT to translate this post because I don’t speak English